I have only been occasionally checking in on what has been going on this PTS cycle, but the sorcerer changes kind of stuck out to me seeing them listed here. First, blood magic was buffed from an 8% heal to 10% back in 2018, but now being nerfed to 6% it's not that far from what it was originally healing for at launch (5% for those wondering), and I feel that if the problem is that it provides to much healing when activating from every skill with the use of conservation of energy, then why not change conservation of energy to read "reduces healing of the blood magic passive in exchange for resources", making it so those not using that mastery aren't getting a stray nerf for what, over the past eight years, didn't seem like an issue?
Secondly, as a stamina sorcerer main since release, I always try to avoid passives that depend on specific sources of damage. The change to static reverberation clearly has its reasons for being implimented, but what I dislike is, as a stamina sorcerer, my spammable is snipe, my aoe skills come from the bow skill line to take advantage of the hawk eye passive, so am I expected to use liquid lightning on top of volley? Stay in melee to proc hurricane? I mean, just looking at the skill lines, it adds a bit more of a bite to negate, bound armaments, but for my playstyle that's about it. It's just frustrating to see wide sweeping changes done to combat niche problematic builds that end up heavily impacting builds many would call non-optimal, and it hits those builds disproportionality more than the intended ones. Even my lightning mage sorc still relies heavily on non-sorcerer sources of damage, the 20% proc change is considerate, I'll say that, but for the stam sorc, I guess I was always better off not using it, but still.
It's like with the heavy sustain nerf for werewolves, if conservation of energy was the reason they got nerfed, how many years will the turn around be before that change is reconsidered? I did remember how the original U51 patch notes mentioned how werewolves were expected to be 'excellent burst fighters', but in PVE, how is that intended to pan out during boss fights?
In general, for me, passives that are restricted by slotting specific skill tree passives or having to use specific abilities are not interesting to work with, which is why I liked the direction of the sorcerer class masteries, since they were widely applicable, and why I really disliked the templar masteries, which demand a very specific sort of playstyle to make use of, making them feel more like a chore to engage with.
I have only been occasionally checking in on what has been going on this PTS cycle, but the sorcerer changes kind of stuck out to me seeing them listed here. First, blood magic was buffed from an 8% heal to 10% back in 2018, but now being nerfed to 6% it's not that far from what it was originally healing for at launch (5% for those wondering), and I feel that if the problem is that it provides to much healing when activating from every skill with the use of conservation of energy, then why not change conservation of energy to read "reduces healing of the blood magic passive in exchange for resources", making it so those not using that mastery aren't getting a stray nerf for what, over the past eight years, didn't seem like an issue?
Secondly, as a stamina sorcerer main since release, I always try to avoid passives that depend on specific sources of damage. The change to static reverberation clearly has its reasons for being implimented, but what I dislike is, as a stamina sorcerer, my spammable is snipe, my aoe skills come from the bow skill line to take advantage of the hawk eye passive, so am I expected to use liquid lightning on top of volley? Stay in melee to proc hurricane? I mean, just looking at the skill lines, it adds a bit more of a bite to negate, bound armaments, but for my playstyle that's about it. It's just frustrating to see wide sweeping changes done to combat niche problematic builds that end up heavily impacting builds many would call non-optimal, and it hits those builds disproportionality more than the intended ones. Even my lightning mage sorc still relies heavily on non-sorcerer sources of damage, the 20% proc change is considerate, I'll say that, but for the stam sorc, I guess I was always better off not using it, but still.
It's like with the heavy sustain nerf for werewolves, if conservation of energy was the reason they got nerfed, how many years will the turn around be before that change is reconsidered? I did remember how the original U51 patch notes mentioned how werewolves were expected to be 'excellent burst fighters', but in PVE, how is that intended to pan out during boss fights?
In general, for me, passives that are restricted by slotting specific skill tree passives or having to use specific abilities are not interesting to work with, which is why I liked the direction of the sorcerer class masteries, since they were widely applicable, and why I really disliked the templar masteries, which demand a very specific sort of playstyle to make use of, making them feel more like a chore to engage with.
This seems like boilerplate. Has any progress been made at all?
I'm sorry this just seems so frustrating at this point. I really don't understand why it's taking so long to just describe something that happened several weeks ago. I'm not blaming you individually, but I'm also not buying this as PR. I don't know where you guys see this approach working.
ZOS_JessicaFolsom wrote: »This seems like boilerplate. Has any progress been made at all?
I'm sorry this just seems so frustrating at this point. I really don't understand why it's taking so long to just describe something that happened several weeks ago. I'm not blaming you individually, but I'm also not buying this as PR. I don't know where you guys see this approach working.
Hey, no worries. I left that in there, as we're still working on it, and didn't want anyone thinking we'd stopped. We have a draft that's going through some review and iterations, so it is coming along. Once everyone is happy with it, we'll get it into localization. So, within the next week or two is likely.


ZOS_JessicaFolsom wrote: »This seems like boilerplate. Has any progress been made at all?
I'm sorry this just seems so frustrating at this point. I really don't understand why it's taking so long to just describe something that happened several weeks ago. I'm not blaming you individually, but I'm also not buying this as PR. I don't know where you guys see this approach working.
Hey, no worries. I left that in there, as we're still working on it, and didn't want anyone thinking we'd stopped. We have a draft that's going through some review and iterations, so it is coming along. Once everyone is happy with it, we'll get it into localization. So, within the next week or two is likely.
Please, @ZOS_JessicaFolsom 🐺-
and
Any thoughts, plans, concerns, updates from the combat team?
Any updates of any kind of werewolf possibly keeping existing recalls? If not, why can they not be on the table?
Please answer kindly, I'm simply trying to get information as a consumer of the product. I've made posts, added tags, opened tickets (feedback of course), added CMX data, added logical data... I feel completely '👻' here.
Additional context found up and down this post-
https://forums.elderscrollsonline.com/en/discussion/697698/zos-why-is-werewolf-balancing-unchanging#latest
Sorc needs more nerfs. Ww needs to be viable on other classes. Other than that, good changes
ZOS_JessicaFolsom wrote: »This seems like boilerplate. Has any progress been made at all?
I'm sorry this just seems so frustrating at this point. I really don't understand why it's taking so long to just describe something that happened several weeks ago. I'm not blaming you individually, but I'm also not buying this as PR. I don't know where you guys see this approach working.
Hey, no worries. I left that in there, as we're still working on it, and didn't want anyone thinking we'd stopped. We have a draft that's going through some review and iterations, so it is coming along. Once everyone is happy with it, we'll get it into localization. So, within the next week or two is likely.
Please, @ZOS_JessicaFolsom 🐺-
and
Any thoughts, plans, concerns, updates from the combat team?
Any updates of any kind of werewolf possibly keeping existing recalls? If not, why can they not be on the table?
Please answer kindly, I'm simply trying to get information as a consumer of the product. I've made posts, added tags, opened tickets (feedback of course), added CMX data, added logical data... I feel completely '👻' here.
Additional context found up and down this post-
https://forums.elderscrollsonline.com/en/discussion/697698/zos-why-is-werewolf-balancing-unchanging#latest
Stop spamming every forum post with the exact same stuff. You need to accept things and move on. It's odd to be this hung up on something in a videogame.
madmufffin wrote: »
It's still fine on sorc with Orzo food nice try

Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂
Lmao now yall WWs won't have good Sorc masteries either. So much for asking for Sorc nerfs 😂😂
You seem to have a lot of fun here. Anything to make a viable playstyle far from viable makes you happy?
I personally can't really fathom a meme greater than 'pressure playstyle that burns out in a seconds'.
'Class' whose identity is around a STRONG neutral game has a nearly nonexistent neutral game under any actual pressure.
ZOS_JessicaFolsom wrote: »This seems like boilerplate. Has any progress been made at all?
I'm sorry this just seems so frustrating at this point. I really don't understand why it's taking so long to just describe something that happened several weeks ago. I'm not blaming you individually, but I'm also not buying this as PR. I don't know where you guys see this approach working.
Hey, no worries. I left that in there, as we're still working on it, and didn't want anyone thinking we'd stopped. We have a draft that's going through some review and iterations, so it is coming along. Once everyone is happy with it, we'll get it into localization. So, within the next week or two is likely.
Please, @ZOS_JessicaFolsom 🐺-
and
Any thoughts, plans, concerns, updates from the combat team?
Any updates of any kind of werewolf possibly keeping existing recalls? If not, why can they not be on the table?
Please answer kindly, I'm simply trying to get information as a consumer of the product. I've made posts, added tags, opened tickets (feedback of course), added CMX data, added logical data... I feel completely '👻' here.
Additional context found up and down this post-
https://forums.elderscrollsonline.com/en/discussion/697698/zos-why-is-werewolf-balancing-unchanging#latest
Stop spamming every forum post with the exact same stuff. You need to accept things and move on. It's odd to be this hung up on something in a videogame.
ZOS_JessicaFolsom wrote: »Hi everyone! Welcome to our Update 51 PTS weekly summary week 3. In this post, you will find a high-level summary of the Update 51 PTS – Week 3 top feedback points and issues. The purpose of these weekly PTS summaries is to give you visibility into the main pieces of feedback and most prominent bugs we are tracking. As a gentle reminder, these weekly summaries are not intended to be as comprehensive as our PTS incremental patch notes, and they will not include everything.
Please continue to share your thoughts with us about these summaries. We’ll evolve and optimize them over time with considerations given to team bandwidth, contents, and the right level of detail. Thanks!
Classes and Combat
- Itemization – Death Dealer’s Fete [Bug]: We identified an issue where the bonus from this set was not being properly removed when stacks were lost. This is a PTS-only issue and will be fixed in PTS Week 4.
- Nightblade – Strife [Feedback]: We are making some adjustments to the Nightblade’s Strife skill, based on PTS testing and feedback. These changes will be available for testing in PTS Week 4:
- Cost is now 2700 Health and Magicka, rather than 4050 Magicka on Strife and Funnel Health. Swallow Soul still is only 2700 Magicka.
- Targeted at reducing the base Magicka drain, while keeping a higher "cost".
- Reduced base damage by ~33% on Strife and Funnel Health. Swallow Soul reduced by ~17%.
- All abilities now deal 1% more damage for every 2% Health you have (up to 50% Health at max). This replaces the original bonus that was mentioned in week 3.
- Sorcerer [Feedback]: We are making some adjustments to the Sorcerer class skills, based on feedback from live and the U51 PTS. These changes will be available for testing in PTS Week 4:
- Blood Magic now heals for 3|6% of your Max Health, down from 5|10% when activated.
- Conservation of Energy now restores 1.5% of your Magicka and Stamina when it activates, down from 2%
- Crystal Weapon now has 3 charges, up from 2.
- Monolith of Storms is now considered a Sorcerer ability in regards to damage done
- Static Reverberation now triggers off Sorcerer ability damage, rather than any damage.
- Increased base proc chance to 20%, up from 5%. Reduced cooldown to 100ms, down from 300ms.
- Warden Class Refresh [Feedback]: This is a carry-over from previous U51 PTS weekly summaries. While not strictly related to this PTS, we see your questions and concerns related to the Warden class refresh, and the class refresh effort in general. We know everyone is disappointed by the delay and would like to know where we’re at with the Warden and general next steps. We are working on an additional written update for you and hope to share it in the coming weeks. In the meantime, thank you for your patience.